Arcade Battle should be changed to pure tank battles

This is essentially making the game like battlefield or enlisted where either luck or rotation decides whether you can use the vehicle you want. What happens if those 3 people survive whole game? For the whole match other people do not have chance to play the planes. That’s the bad side of battlefield and enlisted that it’s not a game where skill decides that you’ll take out the tank, but luck of loading first to the server and hogging the tank throughout whole game.

It won’t work like this unless there would be a system like in MOBA where you pick a hero from the queue or something like that, but if we have planes that obviously have the advantage over ground units, it’ll still be a problem.

There was a mode in Dota2 that was about remixing heroes by picking abilities in a queue from randomized pool. It made it so that you could have unique ability combinations, but the fact that there had to be some order of picking and people had better or worse combinations, made it so that most of the matches ended after first encounter where people saw they got the loosing stick and were leaving the match.

The same will happen when you’ll keep selecting players to play planes - the ones that get bombed on the spawn will keep leaving the match. Some will keep leaving until they are selected to get the plane if they are supposed to do a plane against the ground unit task.

So no, it’s not easy to fix, it’s not always that an easy change is a valid fix.

While there were still markers for fighters in AB, VFW could only last till first enemy fighters went up and focused the VFW that was scoring most kills. It worked. Now it’s different because they don’t have markers and only skilled pilots will find my VFW. Even if you get slightly grazed, but you’re in the middle of the fight, you’re screwed and enemy tanks will finish you off.

Maus was a bit of a stretch here because that is historically the reason why it didn’t make sens to make super heavy tanks that it would just be bombed. T95 or Tortoise are similar cases that it’ll get focused. Those all are high enough right now that they are facing more modern ammunition, but because of that, to a degree they are useless. And there are vehicles like that they are pushed too high up BR because there is no counter of them on the ground. But effectively it makes them useless and people play them only for memes or to spade them not knowing they won’t get effective. Some of those vehicles could be tiered lower IF the mechanics of CAS would make it so that they would be the primary targets for CAS bombing and not easy soft targets all the time.

VFW and IS-6 are alike, but different. The core point of those vehicles is that they can send a second round before enemy can do critical damage to you. This is something that will let you learn the game. And VFW is best teacher in that because you can send a shot every 4 seconds on maxed-out crew.

Yes, it doesn’t have depression, but if you position yourself properly, it doesn’t matter. Of course there will be maps with hills where it’s useless, but since the game is loving USSR vehicles with similar limited gun depression, it’s not that often and not that big of a problem.

VFW can be easily killed with turret-top MGs if someone is faster than VFW for example when VFW is focusing a bigger threat at the moment. And with HE of course. But most of the players don’t carry HE just in case and don’t prepare their shots to come out at me with HE. Actually there’s like few guys once in awhile that will go out at me in their soviet tanks and shot HE right away.

Still, most of the players don’t know good strategies against unique vehicles like that and are angry that VFW is a cheat machine rather than figuring out how to tackle it. And it may be their fault, but because there are such players, VFW can get quick kills and get plane to kill others regardless of their skill, get back and keep killing noobs, get plane again and again.

Fair point, I missed that, sorry!

Well, it’s gaijin’s divide & conquer strategy to make AB and RB players fight each other about who’s mode is more important. I would recommend to checking out the roadmap for 2024 and maybe coming back IF and when they would actually do something about the planes in GFAB. IMO naval spawn system would be good starting point.

I wonder how many people in those few threads here actually submitted the suggestion to do something about the GFAB planes in the poll for the roadmap…

Get off your high horse dude, everyone can see your first post in this topic, which goes like:
Go find something else.
If you don’t like a game stop playing it rather thsn ruining it for those that want to play WT.
Game is the game, they hopefully will not cater to all the simps who are not able to play WT for what it is

This looks like you haven’t even tried to give any constructive arguments, and started trolling from the get go with your “why are you demanding changes ? if you have any problems with the game just leave it and shut up already” stuff.
Sentences quoted above could be used in literally any topic as a try to shut down something you personally don’t like.

Read the post again, you’ll hopefully see it this time.

That’s just your narrowminded opinion and there’s simply no “right” way to play the game.
Pilots are already being catered to with their own standalone mode, which means tankers should get the same thing and to the same extent.

Liking the game isn’t black and white in most cases which you somehow fail to understand. You might like the majority of it, but there could still be some things you don’t like about it and want it changed.
As I said above, telling someone to leave if he doesn’t like something defeats the whole purpose of this forum.

Wait, you left WT but are still actively posting on it’s forum ?

Of course they should continue moaning, regardless of what actions they take in game.
It’s like Gaijin keeps pushing OP premiums and instead of moaning about that, people just accept it and some even start playing with it lmao.

I was more thinking about this one, where you’ll be able to pick your role in the MM so if you want to spawn aircraft first, you will be able to do so, but you’ll might wait a little longer for a match.

I was talking about stopping people from all going in planes as their first spawn, which is really easy to fix.

Other modes could get much improved with this “role” logic as well, for example in Air RB you’ll have games where your team will be formed of nothing else than strike aircrafts going for bases, which is obviously pretty unbalanced.
Gaijin looking indifferent to those problems for so many years is concerning.

It shouldn’t be that hard to find such a big target on really small maps we have in the game.
Also, planes suddenly disappearing wouldn’t make VFW OP, since tanks will still be able to deal with it pretty easily.

I wouldn’t call them useless but specifically really map and playstyle dependent.

I still have to find a ground vehicle that can’t be countered by other ground vehicles at their BR (excluding really low tiers, I don’t play those), so having CAS to do the “dirty” work is simply not needed.

I mean this could apply to every vehicle in the game, not just super heavies. You could significantly lower the BR of higher tier tanks that have all bells and whistles and just use CAS to deal with them, considering tanks would have a really hard time doing that.

I don’t see a common thing between VFW and IS-6, and IS-6 will have one of the worst reloads at it’s BR as well.
Also, I still don’t see how those would suddenly become OP without CAS ?

This works for who knows how many vehicles in the game. If you position yourself properly and do the right things, most vehicles will look OP. But one should ask himself, is that the case because of the vehicle’s performance or is it because of player’s performance ?

You don’t even need to use HE as your first shot, it’s more than enough to learn where to shoot and any round will disable the vehicle’s ability to fight back.
As I said, it’s a really big vehicle with close to no armor, so some parts of it might stick out where you aren’t expecting which is more than enough to get blasted with HE.
I don’t know how many times I fired my AP round in the ground just to reload HE and slap unsuspecting open top with it.

You don’t need much strategy to deal with any open top, VFW included.
If you see you have time and opportunity to load HE and smack it’s face, do it, and if not, shoot to disable.

But I agree with you on that part, some people won’t bother doing three clicks to find where the gunner sits in the X-Ray, thus will struggle against open tops and when using vehicles without APHE sphere of death crutch.

Then there will be more people wanting to play planes in ground matches than the ones wanting to play tanks, and we’ll either get back to battlefield problem of people hogging the aircraft, or it’ll be random because matchmaker will have to decide and the choice would be just preference, OR there wouldn’t be enough tankers in the queue to play the ground matches. It’s not an acceptable solution from the perspective of developer to change the mode like that, because it’s a risk of killing the mode completely.

Yes, I got that, but then it’s either that there is a limit of how many planes can be alive at once, so other people are waiting, so we’re in battlefield issue here, or there’s a timer and we get more and more planes in the air while having less planes on the ground, so the people who get there later have less ground targets to hit. It’s not a good system.

Whole idea of defining who is the designated pilot is not going to work outside of squadron/clan matches, because it’s never going to be fair to everyone and it will make people keep leaving the game and eventually stop playing completely.

For some reason markers do the difference that now I do survive a lot longer in VFW. Also with good camouflage, a static vehicle in a shadow can be hard to spot from a safe range.

In games where I can survive the VFW for the whole match because I’m not bothered by fighter planes or bombs, I’m scoring way above other players, unless there are similar OP vehicles, like for example when I’m playing with other squadron mates in their VFWs. As long as VFW was my main, I would keep playing VFW as long as possible and would score between 12-17 kills in each match, not always with VFW because I could use bombers, but VFW is faster in killing than a bombing run on a map with shooting galleries. Anyway there is a difference now and it feels slightly easier to play with VFW in arcade.

Yeah, I overstated that, but I think you get what I mean. The advantage of heavy armour is negligible at the BRs those are pushed to.

But you are thinking about laboratory conditions here where all players are experienced ones and can/will do those countering actions. But in public random matches you get players that don’t do this, and effectively you find yourself in a team where just your squad of experienced players is left against whole team of players just because your team got killed too easily. You cannot be always a nanny taking care of every OP vehicle yourself - you can’t always be everywhere.

Yes, essentially making some targets priority for CAS often would effect statistically-driven BRs of those units.

Again - you can shoot another round before the enemy can. VFW because of speed, IS-6 because it bounces a lot. Not 100% sure if that’s still the case, but I remember that IS-6 was a go-to premium to buy to learn the game through arcade like in every squadron I was, exactly because of that - it gives you time to shoot again and correct your shot.
Recently I won my team an RB SQB match in IS-6 thanks to that, once my team has taken care of the planes. It bounces, so you can take your time aiming, while VFW lets you keep sending those rounds again and again. The core principle of having time to aim while the enemy can’t can be used in both.

I think both, because of course you can be bad at playing anything, but like I said before - VFW and other shooting machines are something that is easy to keep killing and learn the perfect shots quickly - it’s a game teaching machine.

That is correct, but again - you’re not playing in a vacuum with just your squadron mates, but there’s a whole team of players that will make you loose by getting killed by OP vehicle that they cannot counter.

Here you can see your average players seeing VFW:

And it’s the same issue as with SPAAs in RB - you want your team to be able to take care of CAS, the GIT GUD approach isn’t going to work with people on public matchmaking, they’ll keep failing you with lack of their abilities to tackle specific threats.

Why do you think that will be the case ?

Do you think that giving people the freedom of spawning as many air units as they want is good for the game mode ? Theoretically, you could have much more air units active than ground ones, which defeats the purpose of the current Ground mode. Admittedly, game modes should be changed from the ground up, but that’s been a wish of loads of people already.

So, if you are eager to play both tanks and planes in Ground, MM can reserve a spot for you before the game has even started.

Getting that many kills in any ground vehicle is, as I said, much more dependent on the player than on the vehicle itself.

Everyone will gain skill with experience, so just because some rookie fails to identify a weakspot on a certain vehicle doesn’t mean that vehicle is even remotely close to being OP.
CAS is often used by that same type of people to get revenge, since as we both know, strafing a VFW in your plane is laughably unfair engagement and the outcome is almost predetermined. On the other hand, VFW going against ground stuff at it’s BR will often be a coin flip, since both sides will have exploitable weaknesses.

They would still be able to rack up several kills before CAS arrives, since they would be really superior to most stuff they’ll come across.

Doubt that’s the case now, considering IS-6 is at 7.7 where it will regularly meet HEAT slingers and ATGMs that will simply ignore it’s armor, so the chance of your armor bouncing shots for you is not that great. Majority of higher tier heavies suffer the same faith, where they’ll have massive disadvantages while your armor is supposed to work, but it doesn’t.
Also, battlefield situation might drastically change in those 15+ seconds you’re waiting for reload in the IS-6.

Some vehicles might have lower skill floor but that doesn’t make them OP in any way. Also, not everyone has the same playstyle, so one vehicle excelling at a single thing might suit me much more than it will suit you for example.

VFW is strong when no one is paying attention to it, but will be dealt with pretty quickly when spotted. Enemies will have plethora of ways to counter you from the ground but the question is, will they use any of those ?

True, but focusing on yourself is really the only thing you can do, you can’t really control random teammates.
This is what I’m talking about, a vehicle is far from being OP if it has numerous cons that can be exploited, regardless if players facing it can actually do that.
It’s like arguing Tiger II is OP because people keep shooting at it’s UFP with their AP shells.

Because that is what people want to do, they want to be the tank hunters, but other modes don’t let them do this because if you go out in a duck, grizzly or PBJ or any other vehicle that is a tank hunter in arcade AB, you will get taken down by fighter planes and that’s it. So people want to play those, but in order for them to not be the prey, but the hunters, they need to go play ground modes. Aircraft will be perceived as a superior vehicle in combined arms, and people will want to play it against players.

No, that’s a different thing. What I mean is that giving everyone even chances to get the “reward”/“better” unit is a way to go, that doesn’t necessarily mean there will be more aircraft in the air at all times, or that it’ll significantly affect the ground, because if there will be more aircraft that can fight each other for who is going to survive and stay in the air, they will.

At the same time, it doesn’t mean you’ll be able to easily spawn a plane multiple times because it requires points and each time you spawn, the points go up.

But that’s a faulty assumption that you get matched with people based on a skill level. BR does not equal skill level. I did not learn much about angling and weak spots of vehicles until I was in a squadron. Actually a got to a first Abrams without knowing how to angle the tanks and shoot weak spots, and only guys in the squadron showed me that.

The game doesn’t teach you that and doesn’t require specific skills to be able to enter specific tiers, so you can either spend enough time and not learn from that time, or pay your way up. And this way there is a collective responsibility in each time that you have a lot of players that are noobs in either team and that is why there are matches where one team is completely steam rolled by the other.

The unfair part is that there is no scroll-wheel setting of the variable-time fuze for VFW, because then it could at least defend itself against some of those attacks. Apart from it yeah, revenge bombing is annoying and unfair.

It’s not if you’re shooting at weak spots for tougher vehicles and center mass for everything else. It’s significantly easier in VFW than the others and like I said before - it’s a vehicle that lets you learn through mistakes. One thing though is - the game is lying to you with sloped armour since the volumetric shells were introduced and both T34 and Panthers are really hard to pen from the front plus the game is cheating in general when you’re supposed to complete some tasks and there will be magically impenetrable targets, but that’s a whole different topic here. In general, VFW is a magic glass cannon where you just need to be fast enough to score a first click.

But we are talking about remaking the game mode different in a way that it’ll make sense. What sense it makes to remake when the less skilled players will keep doing stupid things breaking the game for others? It’s better to figure out a way to give those players more tools to cooperate as a team in a way they will be able to use them effectively, but at the same time for those tools to not be abused.

Right now the air mission is abused, I’m abusing it as much as I can and I can see that any other skilled player is. I’m abusing it to hit targets that give me more points or are on my grocery list and not using it where my team needs help. Also I’m abusing it in a way that when I’m with my squad, we don’t let anyone else pick the planes by taking them all the time.

There are ways to solve it in a way that’ll be fair and approachable for newbies, but it’s not a simple solution. I’ve made a post in this section about this to have a clean slate there on the topic btw.

Yes no one is able to form conclusions due to Gaijin’s lack of transparency.

Ground Realistic Battles is where Gaijin makes its money.

It’s where you can field your full lineup of premium tanks / planes / helicopters.

Neither Ground Arcade Battles nor Air Realistic Battles offers you this ability.

With this fact in mind why wouldn’t Gaijin want to further exploit this system and make Ground Arcade Battles purely Ground battles as the air vehicles there or helicopters aren’t your own and therefor earn them no money?

I would say it’s where gaijin best can promote the game because “realistic” feels better and is more twitchable and that’s it.

Making money doesn’t necessarily have to happen in the same mode, arcade players can play air in one match and ground in another match and still spend money. Your arguments have no support.

Yes, gaijin could allow us to use our own aircraft in arcade, and that’s what I actually advocate for exactly because of what you said, but the plan for introduction into the game and retention of the player is more complex than us just talking it out here, and there may have been a reason initially like for example at first they didn’t really know if combined arms was a good idea or not, so making it as air mission was a good choice for backpedalling, and now we’re in situation where they don’t really want to meddle with that because it somehow works?

We don’t know what the actual reason is, but we won’t know until AB players push for such change, because so far whenever people started talking about players being able to have their own plane for unlimited time, they were against it right away as the worst evil to make in this mode, while now after naval AB plane spawn was implemented, we can see it actually working better than expected in that mode and being a good example for discussion.

I’d generally say that they are at the point where they don’t want to break things if they don’t need to and because of that only a large scale push for such change from community would make them change something.

Yes exactly.

This combined with the ability to field full lineups of premium vehicles both tanks and air vehicles is why Realistic Battles is Gaijin’s bread and butter mode.

The only value Ground Arcade battles has is for people unwilling to engage with the game. Those people are irrelevant to the game’s health. People that profess to want a ground only game mode are at least doing so from a place of knowledge. They’ve played the game and found its balance wanting.

Compromise and allow these players a ground only game mode in a game mode that already is essentially ground only.

Like mentioned multiple times already - arcade is simply for people who want to engage with the game differently. Stop arguing that you know better what arcade is than players who mainly play arcade. There’s more arcade players than realistic players as quoted above.

We don’t have data on who’s spending more money on the game - arcade players can play both air and ground matches and still have the same amount of content to potentially buy as realistic players that play only air modes. You have no basis for your argument here so stop spouting such BS all the time.

2 Likes

Yes and that’s fine. This change would not effect them at all.

The only one that was hyped (that i know of) is the Sturmtiger. And it can actually be useful.
And then, there are others, like the Hedgehog, the Zrínyi TD rocket, the Katyushas, etc. These are practically useless, but not a bad side of the game. They are mostly used for trolling, and in that role, they are very funny, and sometimes even effective.

Eventuelly everyone would, since they would run out of vehicles to research. Many people don’t grind them/grind them out lastly anyway, so i don’T even knwo what you are trying to say here.

You can just reroll them so this is not a very good argument.

Now imagine you go to top tier, and instead of using things, like amngling armor, sidescraping, etc, you are doing nothing than shoot barrel/breech, and finish off.

All you say here is basically nothing. In that situation, it would be a new experience for the player, that’s true. But you know, there is this awesome thing, called “learning”.
And even if i grant you all these, then what if the player never will even play RB?
All you say here, is that tank only arcade would be bad, because then player switching to Rb would not know how to play SPAA. Like duh, not like they are actually effective against any CAS player that knows what he is doing even just a little bit.
Gaijin then could just make a tutorial mode, just like they made for plane missiles. And tutorial videos also exist.

Yes, some skill, but not early even close to the skill you need to be competetive with a tank. You know, you don’t have to aim for a weak spot with a bomb, rocket, or even with a cannon, because you will shoot the tanks from above :)

So when their average tank on tank K/D is ~0.65, then they are “optimizing their grind”. Sure. This is some Elon Musk level of bullshit my friend.

Maybe. Or maybe not. Likely it will not make any difference.

Only fighters in Arcade. Attackers and bombers still have regular markers. regardless, this “harder to spot enemies if there are no markers” is just BS. In that case, it would be hard to use CAS in RB, where you don’t have markers…
And even then, i, a terrible pilot, with difficulties of seeing ground targets in a Fighter in the current system, even i can get easy kills with it. And again, i am just horrible with them.

Ahm, no. Not only the “reward factor” in your brain will be higher if you kill multiple targets at once, even if you get no in game reward for it.
But that 4 tanks close to each other can overrun a cap, or can be already on the cap, while someone abusing an OP spot will not win a game. That 4 tanks capping will.

Stop being an apologetic for sealclubbers.

With 10k games in each of them? Yes. Someone having a few 100 games at low tier is not a sealclubber.

And it does not disprove my argument. Those hard to do dive bombings have bomb sights…

So what? this somehow makes them require skill?

That would make a lot of crying. And you again cherrypick what “realistic” and “unrealistic” thing should be included.

Assists, and other things count towards it too. In a different thread, i posted like 3 screenshots, of a player having a single kill (me), done with CAS.

No. Those are not insults to you. If i were to call you those, then they would be insults. And i call them those, for the simple reason of them being BS and rubbish.

Andryusha is broken when it comes to its sights for people who use sight distance control, and it’s really useful especially for long range shooting.

RBT-5 got broken after it was OP initially. it’s hard to be useful with those bombs because of how they are linke with the gun - you can’t scroll back to aiming the gun fast enough if you miss with those torpedoes.

Most of multi-turret tanks are implemented in a wrong way that guns are shooting at different target points because they are wrongly linked by gun elevation while they are not physically linked as it is on Maus and M6 heavy. So it’s a micro-management issue when you want to shoot at range.

All 88s got VT AA shells at some point, but it’s stupidly implemented because you need to first rangefind the plane to set the fuse range/time and then the plane is at different position/range against you. It should either be made automatically, but that would be OP of course, or let player set it manually with sight distance control - easiest way. But even when it was pointed out in like 3 videos by Phly, and passed to devs, and it’s a really simple thing to be implemented to connect this value with sight distance control range, it’s still not fixed.

Flamethrower tanks are useless - they cannot easily damage engines, there’s no mechanic for it.

We don’t have good maps for amphibious vehicles that would actually let them cross a bigger river or something like that at places not being shooting galleries for everyone else.

Self Propelled Artillery like 2S3M / M109 that doesn’t have a way of shooting with second ballistic trajectory. Of course doing it easy way as it was in WoT is not what we want, but making controls for aiming that require some skill and figuring out on the map how to shoot would be awesome. Or something like it would require someone to use artillery call for you to take part in it and enforce it with your own shots?

There’s a lot of stuff like this - unfinished ideas all over the place.

I’m talking about relatively new players that at some point want to jump into RB while being on let’s say mid to upper mid tiers in one nation and realising that they have to grind out all missing SPGs to get the one that is rank III and is effective, and before that happens, they play RB at their current rank with low tier SPAAs and get annoyed by not being able to do anything to the planes at all both because of their lack of skill and the performance of those vehicles. That’s a friction point where some people that’ll buy into the idea of RB being the destination in this game, and decide it’s not for them and leave.

Oh sweet summer child… You reroll them and get back to the same ones multiple times until it costs GE. And on top of that - you cannot reroll seasonal challenges LOL.

That’s a separate route of making money by letting players buy into top tier, realise they don’t know how to play this game after few days, and leave it for something else. That’s also a win for a GaaS game. But having this strategy for this kind of player, doesn’t negate a strategy for making a player that is long lasting player that already went through ranks which did cost money to the company of maintaining servers for him.

Yes, exactly, because for a casual player this is a friction point if at some point he’s instantly shown that despite spending a specific relatively large amount of time, he still needs to learn something from scratch. We here are participating in the community and relatively into the game already, but for a new player having to go there and learn specifically from video tutorials or separate tutorials that are not part of natural flow of the game and its learning curve, it’s disrupting and not fun anymore. That’s what a friction point is.

The skill would be in being close enough to drop the bomb precisely, and not close enough to get killed by SPAA and turret-top guns. Of course the balance is in not letting players take out aircraft that are too strong for specific BR. In naval it’s +0.7 BR? because you’re facing huge ships, but in ground it could be -1.3 for example.

It is significantly harder to differentiate which vehicles are of what type. The problem with RB is that SPAAs don’t have lead indicator so most of the new players can’t really aim well. You wouldn’t be moving around so freely and looking for targets if you’d get constantly under fire by getting close to the ground to see what is what. Not talking about missile age ranks though because there’s some range inbalance there.

I agree with the fact that players playing “for fun” will still do such multi-kill when possible. Secondly Those targets overruning a cap probably are the valid target for scout to call CAS on them, moreover I don’t see a reason why CAS should be penalised for attacking them there - it’s exactly where team should ask for support. The point is that so planes won’t attack targets that are not detected by the ground units and harass them even before they become an important threat for them, so you won’t get killed before even getting to the combat zone.

I’m just assuming there is a reason people play low tiers while already being experienced players. From my perspective it’s simple - there are people who want to play WWII battles, and there are those that want to play only “conventional” battles before more modern HEAT and missiles start to appear, and those people will stick to rank III and IV, and they are people who will also go down to rank 1.0 to farm events with event machines.

Dropping bombs without the bomb site requires some level of skill, but since SPAA is poor in RB, that’s where it’s too easy on lower tiers. Dropping bombs with the bomb sight is easy, but surviving in a bomber that has the bomb sight shouldn’t be easy when there are other planes.

Show me your replay of you taking out a heavy bomber with a bomb sight in RB match and evading fighter planes. It’s not that it’s impossible, it’s just that you’ll only be effective once in awhile.

The game development is like that. You cherrypick things that work in your favor and over-simplify others. Why repairing the engine doesn’t require your tank crew setting up a tent, opening up the hatches and playing the animations of repairing the engine of crew out there. Or why attaching tow rope or fixing the track doesn’t force you to go out in first person to do it? Realism in games is relative.

This still means you’re doing something useful in the match and got unlucky to a point of not scoring the kill. I actually tried seeing if only bouncing shots with my armour would give me those points for aircraft and the answer is no - you have to attack and score points through that.

Yes, because you are to decide on your own that some things are rubbish without presenting any counter arguments. Being intentionally disrespectful and cutting a discussion this way instead of stating counter arguments is still an insult to the person you’re discussing/arguing with.

Those are variable timers, not VT shells. VT shells use some kind of radar/proxy fuse.

The hell?! If you set the sight distance to let’s say 700m, then the shell will explode at 700m, regardless if it hits anything.

So they can, or can’t?! Decide already!

Arty was used as direct fire quite a few times throughout battles. You can also use it was indirect fire in Arcade due to markers.
Arty in WoT works really differently, especially the shell trajecotry, and maximum range (they usually have like 1200m max range, even the 240mm M1, despite it having 20km+ range IRL.

200w
1, They can just chose not to use SPAA.
2, They can spend that ~20 additional games to grind out SPAA, especially with the current skill bonus RP and boosters.
3, At those BRs, a rank 1 SPAA is basically the same as a rank 3 SPAA. Both useless against planes most of the time.

You are either lying, or you are just very unlucky. You can reroll like 8 times before it will cost GE. And you are trying to tell me, that every single reroll is giving back an SPAA mission?! Come on!

You can just… you know… not do it?!

This is just dumb in every layer. You basically don’t want a TO mode implemented, because there are some SPAA missions. (very few actually)

Where did i talk about buying your way to top tier? Please quote the exact line!

I was talking about the fact, that there is a BR range, where suddenly, you can’t really angle your armor, because everyone uses HEAT or AP(FS)DS.

DAFUQ are you talking about?!

You can drop bombs from longer ranges too, and i am not even talking about bombers with sights.
Then, ihavent even talked about rockets, with which you can just snipe any SPAA cout from 2km, while they literally can’t do anything to your plane. Many times, you can even go very close, and shoot them with your cannons. You will die 70% of the times, but that’s worthless if the enemy SPAA also dies.
And if there are more than 1 planes up, it will overwhelm SPAAs.

You can even do that in arcade at middle BRs. I have done it a few times with ease. SPAAs are just too weak. You need a single hit with a cannon to kill the SPAA gunner, and you have at least 4 high RoF guns on your plane, so killing the gunner is very easy. After that, you eat them alive. As i said, even if they can inflict fatal damage to your plane, most of the times you still can shoot, even after your plane is “destroyed”.

Why?
1, CAS forces you to camp, and take less risks. Sitting on a cap point makes you an easy target for CAS, therefore you are less likely to take that risk.
Every single match, where there are no/very few CAS, magically, you can freely move on the map, and the matches are much more filled with action.
2, Because it requires no skill, and extremely unfair towards the tanks. If you still can not understand it, then please visit a doctor.

Nice dream, but maybe return to real life.

Yes, there is. getting easy kills. Nothing more. If you don’t understand the concept of sealclubbing, then here is a good read for you about it:

Those are not really sealclubbers.
Sealclubbers are rank 1-2, playing the lowest BR with a full lineup of strong vehicles.

People will not grind events with those. With the amount of battles at rank 1 they have, they could have grinded every single event like 10 times. And i didn’t even mention, that virtually none of them has a single game with a rank 1 event vehicle, you your apologetics here failed spectacularly.
Like this guy (and he is awfully bad even at sealclubbing):

Yes, some level of skill. And with that level of skill, you would be helpless if you were to play a tank.

So even you say, that you need a plane to counter CAS… Shifting the goalposts…

1, i am not playing in RB.
2, I have not unlocked such bombers, because i don’t play Air. The only times i play air is when a CAS player kills me with planes, then i get into one too, and make them taste their own medicine.
3, What would it even show?

You still don’t get what i want to say with this?!
I am pointing out, that you use this “human factor is realistic, and would balance CAS (it would not)”, yet other times you go completly in the opposite direction.

DAFUQ you even mean by that?

I did present valid counterarguments to your rubbish rambling.

Hmmmm. Someone has bad memory. Let me refresh it:

1, as i said, i presented more than enough counterarguments, that are actually meaningful
2, i did not cut the discussion

This is valid currently, but I’ll still have games where there’s little to no CAS, so I doubt everyone will suddenly flock to just spamming aircraft.
I’m pretty sure there’s more than enough people that want to research Ground branch and like to (only) play tanks.

They would get even chances by choosing their “role” before queuing up.

I never said that, I just pointed at a fact that in rookie’s eyes some perfectly balanced vehicles can look brokenly OP, but that’s just because of his lack of skill dealing with that particular vehicle.

True, but the game gives you enough tools to learn by yourself, you’ll have penetration simulator in the hangar and in Arcade you’ll have pen indicators on your scope, so learning weakspots of tanks you often come across isn’t that hard or time consuming.

Depends on what you want to learn, most vehicles will have different cons (slow, long reload, awful shell, etc.), so getting past those cons will make you better.

Less skilled players shouldn’t be given crutches just to feel better.
I know it’s hard to learn all the maps, spots, vehicles, etc. but if you take the easy way out (revenge bombing) all the time, your learning process will get stalled out, since you know you might be able to remove the threat in a much easier way.

I’m still wondering why RB players keep commenting in the Arcade section about a mechanic in a game mode that they don’t even play.

And please stop with the very long posts replying to every sentence, it makes this thread unreadable.

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AB cancellations CAS, can add AI aircraft, to provide points for players who want to play SPAA

What do you think VT Fuse Shell stand for? Variable Timed Fuse Shell. My point is that for years there wasn’t a way to set it in an ergonomic way that made sense to hit aircraft.

Again, you have no idea what I am talking about. The point is - plane is going towards you and you want the shell explode at those 700m lets say. It is now at 1500 meters away from you. If you use rangefinder, it takes a second to give you this 1500m distance and it sets the fuse to 1500m, so already lets say the plane is 1000m away from you. You fire the shell and the shell passes next to the plane after a second, now the plane is at 700m from you and the shell exploded 1500m away from you. That is the stupidity of using a rangefinder to set a fuse on AA VT shell

I checked it and it still requires you to use rangefinder to set the fuse. Which even when attacking a ground vehicle is stupid because it will explode in front of it if you rangefind it. If you could correct it with scroll wheel, you could set it to explode slightly behind those vehicles for example if they are open-back SPGs. And yes - this is historical that those could be manually set because they were - there was a magnetic device for setting the shell fuse time before it was rammed into the gun.

The cannot. My point was it would be useful/advantage of this vehicle to be able to easily set engines on fire with flamethrower. You picking on the wording here is exactly why I think you are kid that you go back to school if you argue about the wording by not understanding a sentence can be built like this.

We’re talking about the hype here - that we’re starting to get vehicles that could do the second ballistic trajectory meaning the first one is you’re firing your gun roughly forward and getting the most velocity from firing the round out of the gun and it’s going roughly horizontally, the second one is when you’re firing roughly upward and the round goes up and when it goes back down it regains velocity.
You should be able to shoot a target in close range as in the game with both first and second ballistic trajectory. OF course the 20 km+ ranges is where you won’t have 2 separate trajectories. Anyway you can’t shoot upwards because shells disappear and because there’s no mechanic/equipment to aim with second trajectory.
Some of us were hoping that once most of the nations have them, there would be a mechanic for that.

They can, but some of them won’t. It’s a lost opportunity to make money. And you have no idea how the game development of online GaaS games work. Again - a friction point that bleeds retention of players before the convert to paying players.

I never said that. I said that rerolling isn’t always giving you what you want. For example missions that are about you winning and you may not want that. My point is that it happens often that you reroll multiple times and go back to one of the tasks that you didn’t like and you already had. And at that point you have in example using SPAA. It is often that you’re bouncing between two or three things that you don’t want to do, for example being in the top and winning, or having to hunt for 28 or so light or mediums etc. Again, the point is that if you keep rerolling you often land on something you don’t want to do.

No you don’t. Seasonal Challenges are the ones that open up at specific date or specific level of Season, the one connected with Battle Pass. What I think you’re thinking about are special tasks which you buy in warbond shop as opposed to having the daily ones - yes, you can reroll special tasks, but these are not seasonal challenges.

Yes, this getting dumb in every layer because I have to explain to you how this game works lol. And no, it’s not that I don’t want a TO mode implemented. It’s because gaijin doesn’t want and most likely will not do it and it is wasted effort to ask for this instead of solving the problem in a way that both sides (we and gaijin) will be happy with the result…

Fair point, I got so tired of reading through all your BS and rubbish that I must’ve fell half asleep.

Exactly what I said. I cannot make you read it properly in your mind if you don’t want it lol. You are not accepting in your mind that a game developer may not treat players in a way of “if they don’t learn, fuck them, it’s their choice” but rather figure out how to lead them exactly where they want the players to be between knowing everything and knowing nothing, but BY AVERAGE or by SPECIFIC percentage of players. Spreadsheets for retention and monetisation plans are huge thing and you want a simple answer to a complex problem so you are not accepting that a developer can have more complex way of thinking about THEIR product than you as a player.

Yes, you can, but then you loose precision, except for the bombs in top tiers where you have computer for that. I’m focusing on WWII mainly here though, modern equipment would obviously require additional balance like BR offset for planes.

SPAA should be able to DETERR a plane before it gets to 2km of range to be precise enough. That’s the whole problem with both AB and RB that SPAAs are not a deterrent. In naval SPAA guns are a deterrent, but the targets are huge and BR offset balance goes different way than I would expect in ground battles.

Without markers, there should be some element of surprise because you don’t really know how many are there at the specific time, maybe that’s why it makes sense for RB to not have a list of enemy vehicles. Also tanks could shoot at you with their turret top guns. Of course more planes against single SPAA and nothing else is going to get the SPAA killed, but you’re talking about laboratory conditions because you’re thinking of how it works like now that if you play air mission and go solo vs the ground, you don’t have opposition in the air. But the thin is, if anyone can use it at any time once he have enough points, maybe your team will get this competitive edge at the start by pulling out one or two planes, but then the enemy team will pull out theirs and it won’t be like with air mission where those whole CAS runs are defined by RNG and who clicked first etc.

Both camping and rushing together on a point should be scouted to be marked for CAS. The point is to not CAS players before they engage.
It will require skill with proper balance, but you’re just choosing to pick and separate a topic without taking in context other things that I already explained again and again.

I do - go check my matches. I’ve got a premium 1.0 german halftrack and premium 1.3 italian light tank, and I’m starting off my lineup with those and farming events mindlessly often scoring between 4000 and 5000 points in each match. That’s a simple way to quickly grind the event with no effort while relaxing and just shooting quickly.

Yes, that is correct? What is your point here? We have forced fuse time, if someone hits you from the high altitude, then yes, you cannot run away. The problem here is that there should be some visual indicator that warns you about the bombs going close to you like it is with artillery, as well as there can be a different balance of BRs and cost of bombers etc - it all can be done, but you choose to assume that nothing can be done in each argument about a separate topic/sentence you pick to disagree with.

I never said that. Read what I wrote again. I said is that it’s too easy (no skill as you said) in early ranks because SPAA and turret top guns can’t effectively hit the planes. Put rough lead indicator like in AB and the balance will shift the other way.

Shows that you have no idea what you are talking about. I’m talking about the fact that you say it’s no-skill to drop bombs with a bomb sight - yes, that’s correct - but using a bomber with a bomb sight in combined arms battles means you need first to get to the drop zone and not get killed before you do so, and there will other players in planes unless you’re the fastest one on the ground to score points for the bomber, but that will be a one-time run if you can’t reload ammo. Both evading interceptors and running away will do it harder. So my point is that bombers that have bomb sights are the ones that cannot really move well to evade fight, so it’s a trade-off, and those are not gonna be that useful in a game where fighter pilots can camp and wait in the air for other players to pick heavy bombers.

No, it is what you don’t get. The game won’t be 100% realistic everywhere and it doesn’t need to. A developer exactly cherry picks where he wants to represent a realistic behavior with some mechanic and where he doesn’t. My point isn’t that it should be realistic because the game has to be realistic. My point is that it should be realistic in this specific case because this is a missing puzzle in dynamic between SPAA and CAS if we balance it otherwise with just pure vehicle mechanic performance stats to be realistic. There is both historical vehicle stats factor and human factor in such system that did make the specific dynamic between planes and ground targets covered by SPAA. If the game didn’t care about making SPAAs realistic in vehicle parameters, then probably we could just crank up the numbers to make the balance exactly where its supposed to be.

You need to be aggressive to get the points for air mission, you can’t be passive and just be close to frontline and not hit enemy.

insert meme again…
You did put some arguments where you had them, whenever you don’t understand it or have no counter you say it’s rubbish. That’s a repeating cycle…

But even if you would be right here, that is probably a gamble that a game developer wouldn’t risk. Because right now the data says there will be a balance between the roles, but then at some point there won’t be balance and the matchmaker will clog up. Unless you want it to be like “what I’d rather do” and we’re back to square one of choosing by random who gets lucky.

Again - it’s about the whole population of players and not that you can do it. It’s about picking casual players who will potentially spend the money in the game and catering to them with a good time and not about hardcore players. Hardcore players are there for retention so the ones spending money have someone to play with and see the game is not dead.

Where to hit other vehicles, where are their weak spots and how they work. Of course you can analyze that in the hangar, but it’s not the same as seeing what the players do with those vehicles when they encounter you, how are they positioned etc. Real experience beats the armor analysis.

again - GIT GUD attitude doesn’t make money in GaaS games world. Catering to casuals does.

Taking no risk is their choice, but it doesn’t change the fact most modes we have currently are decade old and in total shambles.
Something will have to change, sooner or later.

Sure thing, but the fight is always easier when you know some stuff about the enemy vehicle, like how good their shell is against your armor, how fast they reload, etc. and the best thing about this is that you don’t need to be hardcore player to learn it fairly quickly.

I’m sure most people will find some kind of fun in overcoming obstacles like these and making themselves better in the process.

You might want to cater to casuals, but you simply need to be careful to not dumb it down too much, because you’re running a risk of it becoming boring/annoying for people, which isn’t good as well.

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